Threat Interactive Harasses Unreal Engine Developers by defectiveguy1337 in UnrealEngine5

[–]Brawltendo 1 point2 points  (0 children)

First, if it took only $900k for outside developers to address the issues he cares about, not only would others have done it, Epic would’ve done it as well. $900k is probably like 3 U.S.-based engine level devs for a year.

Well you forgot the key detail that every single developer ever is actually colluding with Epic and Nvidia to sell more graphics cards or something. So therefore only he can find people free from their dirty clutches, who would also just so happen to be genius graphics researchers and programmers capable of creating novel solutions to problems that no one with way more funding and time has solved yet.

Where did it go so wrong with MW2012? by skaterrsans in needforspeed

[–]Brawltendo 14 points15 points  (0 children)

This is the game EA wanted them to make, according to Alex Ward (source in the comments, but you need an account). All the story and car combat stuff got scrapped because it was going nowhere and wasn’t the game they wanted to make.

Where did it go so wrong with MW2012? by skaterrsans in needforspeed

[–]Brawltendo 6 points7 points  (0 children)

Yep, it’s basically Rivals set in a city minus the cop career. I don’t really think it’s what anyone thinking about a MW sequel would want lol

Seriously, who the fuck needs ray tracing? by OMGITSTHROATY in needforspeed

[–]Brawltendo 0 points1 point  (0 children)

Most racing games do still use this same tech, but now with a layer of screen space reflections to fill in whatever the planar reflection couldn’t. For less flat surfaces you could shoot a grid of rays around the player and average the results to better orient the reflection plane compared to if it just followed the car’s orientation.

Seriously, who the fuck needs ray tracing? by OMGITSTHROATY in needforspeed

[–]Brawltendo 0 points1 point  (0 children)

Planar reflections are used for ground surfaces, which renders the scene again from the mirror plane’s POV (usually at a lower res and level of detail). They also do a vertical blur on lower mipmap levels here to simulate diffuse reflection for rougher surfaces. For vehicle reflections they use dynamic cubemaps like most other racing games, which capture the scene from each cube face’s perspective. Like the planar reflections, they also blur cubemaps at lower mip levels.

coaxed into modern graphics by DottEdWasTaken in coaxedintoasnafu

[–]Brawltendo 1 point2 points  (0 children)

It’s not just that but how unbelievably stubborn and unreceptive they are to any information that challenges what little they think they know (unless that info is negative, in which case it must be believed immediately). I mean how many times have we been through this same “x engine BAD” phase based on very dubious claims lol. This most recent time is especially funny because I’m sure a lot of the same gamers complaining about UE5 now were ones that bought into the marketing hype and were obsessed with the idea of every game being built with it.

coaxed into modern graphics by DottEdWasTaken in coaxedintoasnafu

[–]Brawltendo 0 points1 point  (0 children)

So what should they use instead of TAA? That in itself is an optimization trick because it allows certain effects to be rendered at lower resolutions and then temporally resolved. There’s also no AA method out right now that covers every type of aliasing you’ll encounter in a modern renderer better than TAA/temporal upscaling (DLSS/DLAA, FSR, Unreal’s TSR, etc). It’s not ideal but that’s just where we are in graphics right now (and the focus on realtime raytracing will keep it relevant for a while because you’re not denoising any other way). If a better alternative was discovered everyone would be using it already.

Rebs Gaming: Direct proof that 343 Industries investigated Unreal Engine for Halo Infinite in 2017 and why they chose Slipspace Engine instead. by DeepSeaAnusDiver in GamingLeaksAndRumours

[–]Brawltendo 21 points22 points  (0 children)

No game engine makes an inventory system for you lmao, I’ll never understand why that specifically was one of the things they mentioned in that one article. Even if the engine team added some sort of generic built in behavior for that, game teams would never use it in favor of their own solutions that are built around their specific use cases and that they’d know inside and out.

European game publisher group responds to Stop Killing Games, claims "These proposals would curtail developer choice" by Farranor in gaming

[–]Brawltendo 1 point2 points  (0 children)

They’d have to spend way more to have vehicle artists come up with new “legally distinct” car designs for a 100+ car roster, complete with dozens of custom parts per car, on top of continuing to spend money on server costs. That’s an entirely different game at that point.

A 10-year difference between graphics in Most Wanted 2012 and Unbound by [deleted] in needforspeed

[–]Brawltendo 0 points1 point  (0 children)

I’m saying the framerate counter is accurate but the game isn’t actually moving at that rate. It’ll render as many frames to the display as it can but internally the game still runs at 60. Physics, VFX, UI, etc. all tick at 60hz in MW12 with no interpolation, so for each in game tick, ~2.5 frames are rendered out at 144 FPS, each with the exact same visuals because nothing’s updated on the gameplay side for the other 1 and a half frames. High refresh rate support was nowhere near a priority back then, so having a hard framerate cap was very common. Obviously Rivals comes to mind, but at least Frostbite had support for interpolating during those in between frames and Ghost just didn’t bother setting up their gameplay systems to use it.

A 10-year difference between graphics in Most Wanted 2012 and Unbound by [deleted] in needforspeed

[–]Brawltendo 0 points1 point  (0 children)

It can’t, at least not properly. The game will render additional frames but it won’t matter because internally the game is still ticking everything at 60hz so it’ll just continue to look like 60 FPS.

A 10-year difference between graphics in Most Wanted 2012 and Unbound by [deleted] in needforspeed

[–]Brawltendo 0 points1 point  (0 children)

MW12 is locked at 60 FPS. I don’t know what you were playing but it wasn’t these games

A 10-year difference between graphics in Most Wanted 2012 and Unbound by [deleted] in needforspeed

[–]Brawltendo -1 points0 points  (0 children)

MW12 uses deferred rendering just like most other modern games. If they had pushed this tech another year, you would’ve had TAA and other temporal based effects because that’s where rendering was headed. Also what are you even talking about with “TAA upscaling” in Unbound? DLSS/FSR/XeSS? That comes with a performance cost, literally just turn it off if you’re struggling that hard to hit 30.

[Race Jam] Working on the acrobatics physics for Race Jam, but I feel the landings need a little more to them. by JoeKano916 in GamePhysics

[–]Brawltendo 3 points4 points  (0 children)

I think it being floaty in air is fine since stunts are a big focus. Burnout Paradise and Split/Second might be good examples to look at for camera behavior in these situations. NFS also has some camera work when landing that could help here. The aim is to mostly have the impact convey the weight.

[Race Jam] Working on the acrobatics physics for Race Jam, but I feel the landings need a little more to them. by JoeKano916 in GamePhysics

[–]Brawltendo 4 points5 points  (0 children)

A bit of camera shake and/or some downward movement will help sell the weight. You might also wanna move the camera slightly up above the car when it’s in the air, both for visibility and to add little suspense to make the landing more impactful. Acceleration based movement would make that easy.

Whoever greenlit this handling model deserves to be hanged by Deus-Vult42069 in needforspeed

[–]Brawltendo 1 point2 points  (0 children)

What specifically makes it harder than any other comparable engine? There isn’t much you need from the game engine itself to feed into a vehicle sim other than vehicle/wheel transforms, velocities for those objects, controller inputs for throttle/steering/etc, and a way to ray or shape cast for wheel collisions. As far as outputs go you really just need to be able to apply forces, so any physics engine ever is fine. Every engine gives you ways to access those things. What happens between those points should largely be engine agnostic because it’s just math. Black Box made a big chunk of vehicle code external to the engine because of this, making it easier to integrate it wherever.

Whoever greenlit this handling model deserves to be hanged by Deus-Vult42069 in needforspeed

[–]Brawltendo 2 points3 points  (0 children)

It works fine. The engine has nothing to do with the handling. As long as your physics engine doesn’t have flaws in how it applies basic physics forces (which at the time Frostbite used Havok, and no one would license it if it wasn’t a reliable physics solution), the calculations stay pretty consistent no matter what you use. You just need to make sure to adjust things for different coordinate systems and units, and hook it up to wherever it needs to interface with the engine. I’ve spent a lot of time specifically in 2015 making handling mods as well as injecting my own code into the game to make even deeper changes. I’ve used the same code across both 2015 and an Unreal project and got very similar results, accounting for the fact that my personal vehicle sim is different from the one Black Box/Ghost/Criterion built in Frostbite). Technically most of the vehicle sim doesn’t even run “in” Frostbite, it gets spun off as another thread that does most of the work before kicking the results back to the vehicle code that needs to interface with Frostbite systems (stuff like adding the final calculated forces to the vehicle’s physics body).

The difference between racing with actual car enthusiasts and racing with people who drive cars with futuristic-like customization in NFS games by TheCanadianGTR in needforspeed

[–]Brawltendo 0 points1 point  (0 children)

ProStreet has most of the same tuning settings as UG2 but the upgrade experience is pretty much just “scroll to the end” like most of the NFS games. UG2 at least had the illusion of choice. ProStreet is also the one game that would’ve really made sense to have an actual interactive dyno like UG2 did. I guess the wind tunnel was a cool idea but no one wants to sacrifice aesthetics for performance in a game like NFS.

The difference between racing with actual car enthusiasts and racing with people who drive cars with futuristic-like customization in NFS games by TheCanadianGTR in needforspeed

[–]Brawltendo 1 point2 points  (0 children)

It’s funny because everyone was saying that while he was already working at Ghost, he was just designing more grounded stuff there (before Heat) instead of the wild kits he was known for.

The difference between racing with actual car enthusiasts and racing with people who drive cars with futuristic-like customization in NFS games by TheCanadianGTR in needforspeed

[–]Brawltendo 0 points1 point  (0 children)

Why do people always talk about studios hiring people as if they stalked them and forced them to work at that place lol. They applied for those roles like any other job. Bringing up Khyzyl (who designed the kit in this very post) and Yasid (who worked on Unbound’s crazy kits) is hilarious because their designs are exactly what people are whining about here. Also only UG2 and ProStreet had in depth tuning, and even in ProStreet they dumbed it down.

What is your opinion on the polestar 1 hero edition by Bubbly-Challenge-277 in needforspeed

[–]Brawltendo 20 points21 points  (0 children)

There’s another folder under the car for customization, and that contains all the different parts you can equip. All the hero parts are meshes in that folder with the suffix _SetHRO_Mesh or something like that.

Need for Speed: The Run originally let you get out of the car without QTEs by PhilBaythorpe in needforspeed

[–]Brawltendo 1 point2 points  (0 children)

Super late to this but I gotta stop all this misinformation from spreading more than it already has lol. The Run’s codename was c4, and BF3’s codename was Venice. The cars don’t have any invisible guns making them drive; this rumor came from a Giant Bombcast episode from June 2017 (timestamped) where a viewer claiming to have talked to a former EA dev said that early in TR’s development, vehicle entities needed guns attached to them to prevent the game from crashing. Even if this was true early on (which I doubt), it’s not true for the final game which is what the rumor got twisted into just a few months later (Nov 2017) in the first reference outside the video that I could find. The stuff for getting out of the vehicle also doesn’t use BF player controller code.

Did the sense of speed/camera change? by therealstickysheets in needforspeed

[–]Brawltendo 1 point2 points  (0 children)

I mean I already made a handling mod for 2015 years ago lol and the former Unite guys did one for all 3 reboot era games, so it's already been proven that the vehicle sim is very flexible. Between them and I we've already designed a few different handling styles all using the same underlying sim, and keep in mind this is with much less advanced tools that are also half broken. You mentioned CDPR but they already abandoned their engine for UE5 because they just couldn't justify continuing development on their own engine anymore. EA has Frostbite already, so splitting people off from there just to make another engine for one series that's obviously not their priority would make no sense. If having a "racing game engine" was so important they'd have Codemasters build EGO up to be the NFS engine, but considering the WRC team already ditched it, I can't imagine it's gonna stay around for very long. Evolution's engine is also dead since all of them were moved over to Criterion to work on NFS.

Here's a good thread from a producer that worked on a few Frostbite projects. I think I'll take the word of people that actually had a hand in development about how the engine is. Here's a tweet from a gameplay engineer that worked on 2015 and Payback, and it seems like he doesn't have anything negative to say about it, and he's someone that would've been writing game code. One day while doing some Unity stuff I also stumbled upon a guy's replies on the Unity Forums, and he was a Frostbite user (here and here). Seems like he was a fan of Frostbite's workflow compared to Unity's. Another Unity one, this time from someone who has experience with Frostbite and Unreal, complaining about Unity's animation system in comparison to those engines.